local mType = Game.createMonsterType("Troll Marauder")
local monster = {}

monster.description = "a troll marauder"
monster.experience = 40
monster.outfit = {
	lookType = 281,
	lookHead = 0,
	lookBody = 0,
	lookLegs = 0,
	lookFeet = 0,
	lookAddons = 0,
	lookMount = 0
}

monster.health = 70
monster.maxHealth = 70
monster.race = "blood"
monster.corpse = 861
monster.speed = 60
monster.manaCost = 0

monster.changeTarget = {
	interval = 2000,
	chance = 0
}

monster.strategiesTarget = {
	nearest = 100,
}

monster.flags = {
	summonable = false,
	attackable = true,
	hostile = true,
	convinceable = false,
	pushable = true,
	rewardBoss = false,
	illusionable = true,
	canPushItems = false,
	canPushCreatures = false,
	staticAttackChance = 95,
	targetDistance = 1,
	runHealth = 15,
	healthHidden = false,
	isBlockable = false,
	canWalkOnEnergy = false,
	canWalkOnFire = false,
	canWalkOnPoison = false
}

monster.light = {
	level = 0,
	color = 0
}

monster.voices = {
	interval = 5000,
	chance = 10,
}

monster.loot = {
	{id = 21470, chance = 5190, maxCount = 3}, -- simple arrow
	{id = 9689, chance = 2600}, -- bunch of troll hair
	{id = 3031, chance = 100000, maxCount = 8}, -- gold coin
	{id = 3552, chance = 5190}, -- leather boots
	{id = 3577, chance = 24680}, -- meat
	{id = 3054, chance = 1300}, -- silver amulet
	{id = 3277, chance = 25970}, -- spear
	{id = 3336, chance = 10390}, -- studded club
	{id = 3378, chance = 9090}, -- studded armor
	{id = 11515, chance = 5190}, -- trollroot
	{id = 3412, chance = 11690} -- wooden shield
}

monster.attacks = {
	{name ="melee", interval = 2000, chance = 100, skill = 10, attack = 25}
}

monster.defenses = {
	defense = 4,
	armor = 6
}

monster.elements = {
	{type = COMBAT_PHYSICALDAMAGE, percent = 0},
	{type = COMBAT_ENERGYDAMAGE, percent = 0},
	{type = COMBAT_EARTHDAMAGE, percent = 0},
	{type = COMBAT_FIREDAMAGE, percent = 0},
	{type = COMBAT_LIFEDRAIN, percent = 0},
	{type = COMBAT_MANADRAIN, percent = 0},
	{type = COMBAT_DROWNDAMAGE, percent = 0},
	{type = COMBAT_ICEDAMAGE, percent = 0},
	{type = COMBAT_HOLYDAMAGE , percent = 0},
	{type = COMBAT_DEATHDAMAGE , percent = 0}
}

monster.immunities = {
	{type = "paralyze", condition = false},
	{type = "outfit", condition = false},
	{type = "invisible", condition = false},
	{type = "bleed", condition = false}
}

mType:register(monster)
